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Re: LuxCore v2.1 proposed features

Posted: Wed Apr 18, 2018 11:50 am
by kintuX
Dade wrote: Wed Apr 18, 2018 10:56 am
Sharlybg wrote: Wed Apr 18, 2018 9:57 am
Dade wrote: Wed Apr 18, 2018 9:23 am

You can already adjust the color temperature in light groups (or are we talking of a different kind of white balance :?: ).
No WB is to set a global Temp to the entire image. It is a tonemapping parameter.
Uh, and how is this different from setting the temperature of the default light group (in case you have only a single group) :?:
Only 'Color Picker' is missing ;)
For fine tuning a user would likely use the whole light spectrum. Thus should know the color spaces well.
And when .cube comes in... one will simply use presets from CC app done on real raw footage. Having ability to use it directly in RT favorite render engine will cut down times & extra work immensely.

IMHO... On Corona forums, Juraj is complicating things a tiny bit too much. Focusing on photography which still has lots of remnants from the analog era. Learn it for yourself... ;)

Re: LuxCore v2.1 proposed features

Posted: Thu Apr 19, 2018 11:55 am
by frank_yifei
+1 for principled material

Re: LuxCore v2.1 proposed features

Posted: Fri Apr 20, 2018 2:20 pm
by Sharlybg
__Bokeh shape.

Re: LuxCore v2.1 proposed features

Posted: Thu Apr 26, 2018 2:37 pm
by Asticles
What about displacement?

Re: LuxCore v2.1 proposed features

Posted: Fri Apr 27, 2018 7:51 am
by ostry5
Ability to manipulate texture coordinates. (https://www.youtube.com/watch?v=kAUmLcXhUj0)

Re: LuxCore v2.1 proposed features

Posted: Fri Apr 27, 2018 7:57 am
by B.Y.O.B.
ostry5 wrote: Fri Apr 27, 2018 7:51 am Ability to manipulate texture coordinates. (https://www.youtube.com/watch?v=kAUmLcXhUj0)
What do you mean exactly? Can you add a timestamped link to the video?
It is already possible to translate, rotate and scale texture coordinates.

Re: LuxCore v2.1 proposed features

Posted: Fri Apr 27, 2018 8:07 am
by ostry5
I mean ability to modulate texture's input coordinate by another texture. Whole video is about this technique, for specific example see 21:45 (https://youtu.be/kAUmLcXhUj0?t=21m45s).
One can look at it as texture function composition, I think.

I imagine, that this may need significant work in the core, just throwing an idea.

Re: LuxCore v2.1 proposed features

Posted: Fri Apr 27, 2018 8:55 am
by Dade
ostry5 wrote: Fri Apr 27, 2018 8:07 am I mean ability to modulate texture's input coordinate by another texture. Whole video is about this technique, for specific example see 21:45 (https://youtu.be/kAUmLcXhUj0?t=21m45s).
One can look at it as texture function composition, I think.

I imagine, that this may need significant work in the core, just throwing an idea.
Interesting, it is about applying a texture to the UV coordinates.

Re: LuxCore v2.1 proposed features

Posted: Fri Apr 27, 2018 9:18 am
by ostry5
This example, yes. But you can do it with any input coordinates, being it world, object or whatever. Actually whole video is about creating procedural wood from simple texture with distorted object space.

Re: LuxCore v2.1 proposed features

Posted: Sun Apr 29, 2018 12:07 pm
by FiatLux
Along with the already mentioned things (Denoiser, Light cache and Disney Shader on top of my preferences :!: ), I would suggest some things that I personally find extremely useful in cycles' materials editor:

-Backfacing (from the cycles' geometry node), it's extremely useful as a factor to assign different properties to a face in relation to normals.
-ColorRamp for example to create variations based on the BW shades or simply to tweak tones.
-Separate/Combine RGB, useful to bring multiple non-color textures in one file (R,G,B channels) for example.
-Light paths features could be also useful in many cases.

Some non priorities but cool stuff that came in my mind could be also:
-Wavelenght to color.
-Wireframe node.

I apologize in advance if the suggested features are already in LuxCore or are technically impossible to implement because of the nature of it.